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Old 02-09-10, 03:54 PM   #256
urfisch
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awesome...



speechless...the fish
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Old 02-09-10, 04:30 PM   #257
Toni
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the releasedate for this mod isn´t known or?
Can anyone of you tell me,when the mod release?

Thanks

Tony
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Old 02-09-10, 06:01 PM   #258
CaptainNemo12
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Quote:
Originally Posted by Toni View Post
the releasedate for this mod isn´t known or?
Can anyone of you tell me,when the mod release?

Thanks

Tony
flakmonkey said Feb 14!
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Old 02-10-10, 07:06 AM   #259
sabretwo
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Awesome work, Flakmonkey! This thing is amazing! You and DD are cruising for mod of the year award!

My only criticism...Do you have plans to add any crew members to the compartment as you had in the rendered images earlier? Right now it looks fantastic, but the new compartments feel kind of empty. As a Kapitan, I'm wondering...Where my guys are right now?..Hmmm..They got the door closed. Is Bernard doing that damn hula show thing in the aft quarters again?

If you have your two guys back in the engine compartment (as earlier) and even one guy sleeping in bunk (no animation required for him), I think it would give the area at least a basic feeling of being populated.

Just a suggestion...
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Old 02-10-10, 07:08 AM   #260
java`s revenge
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Sabretwo,
If you took the time to read this subject flakmonkey has already written
that the compartments are empty at this moment....he is working on it
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Old 02-10-10, 08:21 AM   #261
flakmonkey
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Quote:
Originally Posted by sabretwo View Post
Awesome work, Flakmonkey! This thing is amazing! You and DD are cruising for mod of the year award!

My only criticism...Do you have plans to add any crew members to the compartment as you had in the rendered images earlier? Right now it looks fantastic, but the new compartments feel kind of empty. As a Kapitan, I'm wondering...Where my guys are right now?..Hmmm..They got the door closed. Is Bernard doing that damn hula show thing in the aft quarters again?

If you have your two guys back in the engine compartment (as earlier) and even one guy sleeping in bunk (no animation required for him), I think it would give the area at least a basic feeling of being populated.

Just a suggestion...
I removed the static crew in the engine room as it just felt strange, it may look ok in a screenie but in game they really needed something even if they were to just shuffle their feet a bit.
I dont know if i have the stomach to reskin those damn ugly character models again, painting skin weights is not my idea of fun, just to get those crew in the engine room in semi realistic poses took me an afternoon of tweaking joint systems and painting out screw-ups with the skins.
I did try to get a couple of crew in sleeping poses but finally got so angry with distorted meshes that i gave up, i would smooth out the skin weights perfectly on one side of the mesh and then the other side would mess up.
I guess thats a future addition for more patient modders than me.
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Old 02-10-10, 12:44 PM   #262
MG Mike
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Hello,

very great work. I´m looking forward to it.

would other interieurs follow ? Such as the electric engines room and the aft torpedo room ?
Or the forward room, such as the officers mess and quarters and the forward torpedoroom ??

That would be great. And if this would be availible, no one needs a Silent Hunter 5 with the damn DRM.

Good luck and sucess !

best regards
MG Mike

(sorry for wrong english. I´m german and my last english lesson has been
some time ago)
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Old 02-10-10, 01:04 PM   #263
sabretwo
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Quote:
Originally Posted by flakmonkey View Post
I removed the static crew in the engine room as it just felt strange, it may look ok in a screenie but in game they really needed something even if they were to just shuffle their feet a bit.
I dont know if i have the stomach to reskin those damn ugly character models again, painting skin weights is not my idea of fun, just to get those crew in the engine room in semi realistic poses took me an afternoon of tweaking joint systems and painting out screw-ups with the skins.
I did try to get a couple of crew in sleeping poses but finally got so angry with distorted meshes that i gave up, i would smooth out the skin weights perfectly on one side of the mesh and then the other side would mess up.
I guess thats a future addition for more patient modders than me.
I fully understand. Too bad its not possible.

Awesome mod nonetheless! I look forward to its release!
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Old 02-10-10, 01:19 PM   #264
Rapt0r56
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@ MG Mike,

Quote from Page 10.
Quote:
as compensation though i am going to start and model the aft torpedo/electric engine room today as sh3 is coping very well with all these additional static models.
In the first release aka 14th, are first off the 3 rooms already shown contained. Perhaps one day we have our boat fully modeled.
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Old 02-10-10, 01:50 PM   #265
lucagaeta
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hi,
Flakmonkey

First I wanted to congratulate on the wonderful work you have done, are without words, but know that with all my admiration and my utmost respect,
thanks.

if not asking too much, I have some questions:
1) you may specify the characteristics of the PC you used for the video to do?
(when looking at the engine room, towards the CR was written 17 FPS)

2) In your excellent mod, the CT will be connected and open to the rest of the sub?

best regards
Luke
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Old 02-10-10, 03:55 PM   #266
DivingDuck
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Moin Luca,

the video was captured on a laptop:
  • Intel Duo Core2 P9500 @2.53GHz
  • 4GB RAM
  • Nvidia GF9800M GT @512MB (display 1680x1050, strechted)
  • WinXp Pro SP3
  • GWX3 Gold + OLC MkIId GOLD GUI enabled
IIRC several instances of S3D and my hex editor have been running in the back while capturing. But the frame rate indeed drops to about 20FPS when looking towards the galley. So, there´s quite some optimization work to do. Therefore the connected CT is not incorporated. Sorry, Luca. I´ll run some tests on how deep the impact on FPS will be. But as this is FM´s mod the final decision will rest with him.

Regards,
DD
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Old 02-10-10, 04:57 PM   #267
lucagaeta
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Quote:
Originally Posted by DivingDuck View Post
Moin Luca,

the video was captured on a laptop:
  • Intel Duo Core2 P9500 @2.53GHz
  • 4GB RAM
  • Nvidia GF9800M GT @512MB (display 1680x1050, strechted)
  • WinXp Pro SP3
  • GWX3 Gold + OLC MkIId GOLD GUI enabled
IIRC several instances of S3D and my hex editor have been running in the back while capturing. But the frame rate indeed drops to about 20FPS when looking towards the galley. So, there´s quite some optimization work to do. Therefore the connected CT is not incorporated. Sorry, Luca. I´ll run some tests on how deep the impact on FPS will be. But as this is FM´s mod the final decision will rest with him.

Regards,
DD
Hi,
DD

I fully understand the FPS is something basic to the gameplay, below 30 FPS is played very badly

I have an intel and 5300 @ 4 GHz and ATI 4870 X2 with my mod installed the minimum FPS is 130 I want to try to bring the cpu and see how many FPS I lose a@2.5
I try and then place, so we have all that we have an idea of FPS

Regards,
Luca
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Old 02-10-10, 06:01 PM   #268
lucagaeta
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Quote:
Originally Posted by lucagaeta View Post
Hi,
DD

I fully understand the FPS is something basic to the gameplay, below 30 FPS is played very badly

I have an intel and 5300 @ 4 GHz and ATI 4870 X2 with my mod installed the minimum FPS is 130 I want to try to bring the cpu and see how many FPS I lose a@2.5
I try and then place, so we have all that we have an idea of FPS

Regards,
Luca

These are the tests performed from 2.4 GHz to 4.4 GHz on a dual core and FSB from 200 to 340 results in an increase of 90%, removing the food to a gain of 10%.
therefore assume that @ 4 ghz cpu with 2 cores and 4 cores you can have more 30 FPS.

Unfortunately that is the reality.
let me know if you need more evidence.

Regards Luca
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Old 02-10-10, 06:59 PM   #269
Archive1
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Perhaps this is not the time to ask (too premature, maybe) but DD is your Diesel Room Interior mod compatible with lucagaeta's Open Conning Tower mod? And if so, what would be the correct install order with GWX3?
As I said at the beginning...maybe too early to ask, and don't want to put any blocks in your way. I appreciate all your fine work far too much.
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Old 02-10-10, 07:21 PM   #270
KL-alfman
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outstanding work!!

with modders like you SH3 will live forever!
danke!
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